「Unity/多言語化」の版間の差分
提供: 初心者エンジニアの簡易メモ
行108: | 行108: | ||
</pre> | </pre> | ||
StartupManager.cs | StartupManager.cs | ||
+ | <pre> | ||
+ | using System.Collections; | ||
+ | using System.Collections.Generic; | ||
+ | using UnityEngine; | ||
+ | using UnityEngine.SceneManagement; | ||
+ | |||
+ | public class StartupManager : MonoBehaviour { | ||
+ | |||
+ | // Use this for initialization | ||
+ | private IEnumerator Start () | ||
+ | { | ||
+ | while (!LocalizationManager.instance.GetIsReady ()) | ||
+ | { | ||
+ | yield return null; | ||
+ | } | ||
+ | |||
+ | SceneManager.LoadScene ("MenuScreen"); | ||
+ | } | ||
+ | |||
+ | } | ||
+ | </pre> | ||
LocalizedText.cs | LocalizedText.cs | ||
<pre> | <pre> | ||
行208: | 行229: | ||
} | } | ||
</pre> | </pre> | ||
+ | LocalizationManagerStarter.cs | ||
+ | <pre> | ||
+ | using System.Collections; | ||
+ | using UnityEngine; | ||
+ | [DefaultExecutionOrder(-1)] | ||
+ | public class LocalizationManagerStarter : MonoBehaviour | ||
+ | { | ||
+ | IEnumerator Start() | ||
+ | { | ||
+ | var lang = Application.systemLanguage; | ||
+ | string setlang = ""; | ||
+ | if (lang == SystemLanguage.Japanese) | ||
+ | { | ||
+ | setlang = "localizedText_ja.json"; | ||
+ | } | ||
+ | else if (lang == SystemLanguage.ChineseSimplified) | ||
+ | { | ||
+ | setlang = "localizedText_zh-Hans.json"; | ||
+ | } | ||
+ | else if (lang == SystemLanguage.ChineseTraditional) | ||
+ | { | ||
+ | setlang = "localizedText_zh-Hant.json"; | ||
+ | } | ||
+ | else | ||
+ | { | ||
+ | setlang = "localizedText_en.json"; | ||
+ | } | ||
+ | LocalizationManager manager = LocalizationManager.instance; | ||
+ | manager.LoadLocalizedText(setlang); | ||
+ | while (!LocalizationManager.instance.GetIsReady()) yield return null; | ||
+ | } | ||
+ | } | ||
+ | </pre> | ||
==参考== | ==参考== | ||
https://www.growthsoftware.jp/unity-multilang/ | https://www.growthsoftware.jp/unity-multilang/ | ||
https://qiita.com/chocho/items/c32e75bf498d8beec08f | https://qiita.com/chocho/items/c32e75bf498d8beec08f |
2020年5月19日 (火) 01:58時点における版
ダウンロード
LocalizationData.cs LocalizationManager.cs StartupManager.cs LocalizedText.cs LocalizedTextEditor.cs
翻訳ファイルサンプル
Assets/StreamingAssets/localizedText_ja.json
{ "items":[ {"key":"title","value":"タイトル1"}, {"key":"edit","value":"編集1"} ] }
Assets/StreamingAssets/localizedText_en.json
{ "items":[ {"key":"title","value":"title1"}, {"key":"edit","value":"edit1"} ] }
上記DLしたファイル設定とカスタマイズ
LocalizationData.cs
[System.Serializable] public class LocalizationData { public LocalizationItem[] items; } [System.Serializable] public class LocalizationItem { public string key; public string value; }
LocalizationManager.cs
using System.Collections; using System.Collections.Generic; using UnityEngine; using System.IO; public class LocalizationManager : MonoBehaviour { public static LocalizationManager instance; private Dictionary<string, string> localizedText; private bool isReady = false; private string missingTextString = "Localized text not found"; // Use this for initialization void Awake () { if (instance == null) { instance = this; } else if (instance != this) { Destroy (gameObject); } DontDestroyOnLoad (gameObject); } public void LoadLocalizedText(string fileName) { localizedText = new Dictionary<string, string> (); string filePath = Path.Combine (Application.streamingAssetsPath, fileName); if (File.Exists (filePath)) { string dataAsJson = File.ReadAllText (filePath); LocalizationData loadedData = JsonUtility.FromJson<LocalizationData> (dataAsJson); for (int i = 0; i < loadedData.items.Length; i++) { localizedText.Add (loadedData.items [i].key, loadedData.items [i].value); } Debug.Log ("Data loaded, dictionary contains: " + localizedText.Count + " entries"); } else { Debug.LogError ("Cannot find file!"); } isReady = true; } public string GetLocalizedValue(string key) { string result = missingTextString; if (localizedText.ContainsKey (key)) { result = localizedText [key]; } return result; } public bool GetIsReady() { return isReady; } }
StartupManager.cs
using System.Collections; using System.Collections.Generic; using UnityEngine; using UnityEngine.SceneManagement; public class StartupManager : MonoBehaviour { // Use this for initialization private IEnumerator Start () { while (!LocalizationManager.instance.GetIsReady ()) { yield return null; } SceneManager.LoadScene ("MenuScreen"); } }
LocalizedText.cs
using System.Collections.Generic; using UnityEngine; using UnityEngine.UI; public class LocalizedText : MonoBehaviour { public string key; void Start () { Text text = GetComponent<Text> (); LocalizationManager manager = LocalizationManager.instance; if (manager == null) { return; } string str = manager.GetLocalizedValue(key); if (str == null) { return; } text.text = str; } }
LocalizedTextEditor.cs
using System.Collections; using System.Collections.Generic; using UnityEngine; using UnityEditor; using System.IO; public class LocalizedTextEditor : EditorWindow { public LocalizationData localizationData; [MenuItem ("Window/Localized Text Editor")] static void Init() { EditorWindow.GetWindow (typeof(LocalizedTextEditor)).Show (); } private void OnGUI() { if (localizationData != null) { SerializedObject serializedObject = new SerializedObject (this); SerializedProperty serializedProperty = serializedObject.FindProperty ("localizationData"); EditorGUILayout.PropertyField (serializedProperty, true); serializedObject.ApplyModifiedProperties (); if (GUILayout.Button ("Save data")) { SaveGameData (); } } if (GUILayout.Button ("Load data")) { LoadGameData (); } if (GUILayout.Button ("Create new data")) { CreateNewData (); } } private void LoadGameData() { string filePath = EditorUtility.OpenFilePanel ("Select localization data file", Application.streamingAssetsPath, "json"); if (!string.IsNullOrEmpty (filePath)) { string dataAsJson = File.ReadAllText (filePath); localizationData = JsonUtility.FromJson<LocalizationData> (dataAsJson); } } private void SaveGameData() { string filePath = EditorUtility.SaveFilePanel ("Save localization data file", Application.streamingAssetsPath, "", "json"); if (!string.IsNullOrEmpty(filePath)) { string dataAsJson = JsonUtility.ToJson(localizationData); File.WriteAllText (filePath, dataAsJson); } } private void CreateNewData() { localizationData = new LocalizationData (); } }
LocalizationManagerStarter.cs
using System.Collections; using UnityEngine; [DefaultExecutionOrder(-1)] public class LocalizationManagerStarter : MonoBehaviour { IEnumerator Start() { var lang = Application.systemLanguage; string setlang = ""; if (lang == SystemLanguage.Japanese) { setlang = "localizedText_ja.json"; } else if (lang == SystemLanguage.ChineseSimplified) { setlang = "localizedText_zh-Hans.json"; } else if (lang == SystemLanguage.ChineseTraditional) { setlang = "localizedText_zh-Hant.json"; } else { setlang = "localizedText_en.json"; } LocalizationManager manager = LocalizationManager.instance; manager.LoadLocalizedText(setlang); while (!LocalizationManager.instance.GetIsReady()) yield return null; } }